Ken's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 9:29 p.m. PDT


Ken Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 30 50 20 C*Sp*Su 4 2 5 4 7
Close Medium Punch HL 60 100 40 Sp*Su 6 3 18 -7 -2
Close Hard Punch HL 90 150 60 Sp*Su 6 3 19 -4 1 Forces stand
Close Light Kick HL 30 50 20 C*Sp*Su 6 2 7 2 5
Close Medium Kick HL 70 100 40 Sp*Su 8 3 12 -1 7 Forces stand
Close Hard Kick HL 110 200 60 Sp*Su 8 3 21 -6 -2
Far Light Punch HL 20 50 20 C*Sp*Su 4 2 5 4 7
Far Medium Punch HL 70 100 40 Su 7 5 5 4 7
Far Hard Punch HL 100 200 60 - 11 3 16 -1 3
Far Light Kick HL 40 50 20 - 4 3 7 1 4
Far Medium Kick HL 80 100 40 - 7 3 13 -2 1
Far Hard Kick HL 130 200 60 - 12 3 21 -6 -2
Crouch Light Punch HL 30 50 20 C*Sp*Su 3 3 6 2 5
Crouch Medium Punch HL 60 100 40 Sp*Su 5 5 8 1 4
Crouch Hard Punch HL 100 200 60 Sp*Su 5 5 22 -9 -4 Forces stand
Crouch Light Kick L 20 50 20 C*Sp*Su 3 4 7 0 3 Low attack
Crouch Medium Kick L 60 100 40 Sp*Su 4 2 16 -4 -1 Low attack
Crouch Hard Kick L 100 100 60 - 7 3 22 -7 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 7 9 - - -
Jump Up Medium Punch H 80 100 40 - 5 4 - - -
Jump Up Hard Punch H 100 200 60 - 7 4 - - -
Jump Up Light Kick H 40 50 20 - 7 10 - - -
Jump Up Medium Kick H 80 100 40 - 6 7 - - -
Jump Up Hard Kick H 100 200 60 - 6 2 - - -
Jump Toward Light Punch H 40 50 20 - 7 8 - - -
Jump Toward Medium Punch H 70 100 40 - 5 6 - - -
Jump Toward Hard Punch H 100 200 60 - 5 4 - - -
Jump Toward Light Kick H 50 50 20 - 5 7 - - -
Jump Toward Medium Kick H 80 100 40 - 6 4 - - -
Jump Toward Hard Kick H 100 200 60 - 5 7 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Back + Medium Kick H 80 100 40 - 15 2 17 -5 -2 Mid attack
Toward + Medium Kick HL 60 100 40 - 11 5 11 -2 1
Toward + Hard Kick H 120 150 60 - 21 2 20 -4 -1 Mid attack,
Target Combo 1 HL 70 50 30 Sp*Su 6 3 24 -9 -4 Forces stand
Focus Attack Level 1 HL 60 100 20 - 22 2 42 -28 -28
Focus Attack Level 2 HL 90 150 40 - 17+13 2 42 -22 D
Focus Attack Level 3 - 150 200 60 - 68 2 42 D D
Forward Throw 0.92 120 80 40 - 3 2 20 - D Throw range 0.9
Back Throw 0.92 130 80 40 - 3 2 20 - D Throw range 0.9
Fireball HL 60 100 10/20 Su 14 - 47 -7 -3
Fireball EX HL 50*40 50*50 -250/0 Su 14 - 43 0 3 Pursuit Property
Dragon Punch Light Punch HL 120[80] 100 30/40 Su 3 11 18+8 -20 D 1~3f invincible, 4~6f cannot be thrown
Dragon Punch Medium Punch HL 90*60 125*75 30/30*16 Su 4 3*11 25+14 -29 D 1~6f invincible, 7~17f lower body invincibility, Pursuit Property, 1st hit cancellable
Dragon Punch Hard Punch HL 70*40*30 100*50*50 30/30*10*10 Su 3 2*2*12 30+9 -30 D 1~4f invincible, 5~6f cannot be thrown, 5~18 lower body invincibility, Pursuit Property, 1st-2nd hit cancellable,
Dragon Punch EX HL 70*30*30*50 100*25*25*80 -250/0 Su 4 2*2*2*6 45+9 -41 D 1~11f invincible, 12-18f lower body invincibility, Pursuit Property, 1st-2nd hit cancellable
Hurricane Kick Light Kick HL 60*50*50 70*50*50 20/20*10*10 Su 6 1(4) 2(6) 2 11+6 -6 -2 7~20f , 1st hit forces stand, Pursuit Property, 1st hit cancellable, Armor Break
Hurricane Kick Medium Kick HL 60*30x3 50*40x3 20/20*10x3 Su 6 2(5) 2(5) 1(5) 2(5) 2 14+9 -4 0 8~41f , 1st hit forces stand, Pursuit Property, 1st hit cancellable, Armor Break
Hurricane Kick Hard Kick HL 60*30x4 50*40x4 20/20*10x4 Su 6 2(6) 1(5) 1(5) 1(5) 1(5) 1(5) 2(4) 2 12+12 -5 -1 9~50f , 1st hit forces stand, Pursuit Property, 1st hit cancellable, Armor Break
Hurricane Kick EX HL 50*40x4 50x5 -250/0 Su 6 2(4) 1(3) 1(4) 1(3) 1(4) 1(4) 1(3) 1 9+14 -3 1 8~38f , 1st hit forces stand, Pursuit Property, 1st hit cancellable, Armor Break
Hurricane Kick Light Kick (Air) HL 50 50 10/30 - 8 2x4 10 - - Pursuit Property
Hurricane Kick Medium Kick (Air) HL 60 50 10/30 - 7 1x5 10 - - Pursuit Property
Hurricane Kick Hard Kick (Air) HL 70 50 10/30 - 7 1x5 10 - - Pursuit Property
Hurricane Kick EX (Air) H 40 50 -250/0 - 6 1x6*2 - - - Pursuit Property
Super Light Punch HL 40x3 * 50 * 100x2 0 -1000/0 - 1+1 2 * 1 * 8(20)1 * 3 * 7 31+12 -29 D 1~3f invincible, 4, Pursuit Property
Super Medium Punch & Hard Punch HL 40x3 * 50 * 100x2 0 -1000/0 - 1+2 2 * 1 * 8(20)1 * 3 * 7 -29 D 1~4f invincible, 5, Pursuit Property
Ultra 1 HL 60 * 30x9 [500] 0 0/0 - 0+10 2 * 2 * 5x7 * 1 32+50 -94 D 1~11f invincible, Pursuit Property, Armor Break
Ultra 2 HL 75 * 17x9 * 23 * 225 0 0/0 - 0+7 2(5)93 8+42 -40 D 1~7f invincible
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.


Comments

SteadiestShark said on May 10, 2010 at 7:46 a.m.

Wtf? I thought they made Ken's cr.HK faster...

#1
Yakitsukuse said on May 10, 2010 at 1:07 p.m.

Oh man he still has an 8 frame sweep, what issss this nonsense Capcom?!

#2


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